//============================================================================= // KFDT_Piercing_IonThruster //============================================================================= // Killing Floor 2 // Copyright (C) 2017 Tripwire Interactive LLC //============================================================================= class KFDT_Piercing_IonThrusterStab extends KFDT_Piercing abstract hidedropdown; // Damage type to use for the burning damage over time var class BurnDamageType; /** Play damage type specific impact effects when taking damage */ static function PlayImpactHitEffects(KFPawn P, vector HitLocation, vector HitDirection, byte HitZoneIndex, optional Pawn HitInstigator) { // Play burn effect when dead if (P.bPlayedDeath && P.WorldInfo.TimeSeconds > P.TimeOfDeath) { default.BurnDamageType.static.PlayImpactHitEffects(P, HitLocation, HitDirection, HitZoneIndex, HitInstigator); return; } super.PlayImpactHitEffects(P, HitLocation, HitDirection, HitZoneIndex, HitInstigator); } /** Called when damage is dealt to apply additional damage type (e.g. Damage Over Time) */ static function ApplySecondaryDamage(KFPawn Victim, int DamageTaken, optional Controller InstigatedBy) { // Overriden to specific a different damage type to do the burn damage over // time. We do this so we don't get shotgun pellet impact sounds/fx during // the DOT burning. if (default.BurnDamageType.default.DoT_Type != DOT_None) { Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, default.BurnDamageType); } } defaultproperties { // Physics KDamageImpulse=200 KDeathUpKick=250 // Afflictions MeleeHitPower=100 BurnPower=25 BurnDamageType = class'KFDT_Fire_IonThrusterDoT' EffectGroup=FXG_Slashing_Ion GoreDamageGroup=DGT_Fire WeaponDef=class'KFWeapDef_IonThruster' ModifierPerkList(0)=class'KFPerk_Berserker' }